I am finding it especially hard to find answers to my following questions. I have just attributed it to the fact that it's such a trivial concept it's not talked about. I have always worked on the art side of projects, so I am completely clueless when it comes to setting up a development environment.
First off, I have gone though all the OUYA setup procedures and it looks like I am successfulling building the examples for use with Eclipse.
Second I have gone through all the setup instructions for using Game Maker:
Now my questions:
Setting Game Maker: Studio up to build for android requires a lot more sdks than mentioned in the OUYA documentation. It also requires the Java JDK. Is all of this necessary?
Can I view the APK through the OUYA on my computer, or do I have to transfer it via USB stick or something to display it on my TV?
Any help and direction would be greatly appreciated. I'm very new to a lot of this setup stuff, and I don't really know what I'm doing, or all the terminology.
Thanks!
Comments
Currently the best way to approach this as it sits right now? Forget the patch that myself and Manuel777 Developed for now...
Install GMS and make sure you have version 1.1.1044
Make absolutely sure you have that version as it contains the first release by YYG containing the preliminary ouya controller support.
Next just follow GMS instructions for setting up the android side of things and that is literally it..
You will have to install the JDK.
Make sure you can export an APK and launch the runner on an android phone and if all is working and you have you followed the instructions to install the OUYA drivers for windows you should be able to export to it like any other android device and upload via usb without transfering back and fourth flash drives and whatnot
You can test the apps via the runner (green arrow) but i highly recommend exporting the apk itself. It should load adb by itself and auto-load it to your ouya. This yields alot faster framerates...
As for controller functions, just read up on the Gamepad calls and make sure Icade support under android in the general settings is checked.
Also you'll need to make modifications to the android manifest file later prior to publishing, but thats not needed right away.
The method id helped devlop is just out of date now.
As for the ouya drivers, if you didnt install the android sdk and modify the.google_usb.inf file to include the ouya device id and manually install the driver, then you havnt installed the driver yet.
Follow the install and setup for gamemaker android first and then worry about the.ouya side after you know gamemaker is setup properly for android.
Another alternative method to sideloading APK files is to navigate to your own email and download the attached apk file you send yourself (if its not too big) and you can install this way as well.
Keep in mind, you need to modify the androidmanifest.xml file for GMS to be able to install the app on ouya properly and have it show up.
You need to add the ouya code to the intent-filter area. This tells OUYA that the apk is allow to run on OUYA.
I have the intent-filter stuff in, so now it's just a matter of getting it on the system.
I was having trouble with using a USB stick formatted as FAT32 and NTFS, so I will definitely give the email thing a shot.
I'll update tonight once I've given it a shot. Thanks again for your help.
Im just guessing at the above issue as thats all you gave me to go on.
Id start with your own hello world program that runs on android phones or windows pc. this should work the exact same on the ouya.
If you've been messing with GMS id suggest just making your own program and writing scripts or pieces of GML to detect the controllers yourself. its identical to detecting keyboard input almost.(concept is the very same)
(Im going from memory here)
if_gamepad_check_pressed(controllernum,button) { do stuff here }
if you havnt learned any GML you might want to start reading into that as game-makers drag and drop functions become USELESS very quickly when you want to build anything complex. Infact i recommend avoiding drag and drop at all costs....
Also use the help menu>>contents>> to search for what your looking for or need clarification on in GMS.
This explains many many different functions you can call in GML in almost any event (draw, step, create, ect ect)
Drop the 360 controller stuff as you just need the basic gamepad checks that are already built in. it should un-clutter your code a bit too when you convert it over :)
Let me know if you run into anything else. Glad to help people get it running.
Best of luck
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Gamemaker is good but MMF2 - you just drag and drop objects - select movement do your stuff
and hit export to OUYA
boom game.
https://www.udemy.com/nocode2dgames/